US6852032B2 - Game machine, method of performing game and computer-readable medium - Google Patents
Game machine, method of performing game and computer-readable medium Download PDFInfo
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- US6852032B2 US6852032B2 US09/998,411 US99841101A US6852032B2 US 6852032 B2 US6852032 B2 US 6852032B2 US 99841101 A US99841101 A US 99841101A US 6852032 B2 US6852032 B2 US 6852032B2
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
Definitions
- the present invention relates to a game machine, method of performing a game and a computer-readable medium.
- a controller of a gun type with a very narrow light receiving angle is widely used.
- the invention provides a game machine to perform a game with a controller of a target, the target including at least four known points defining a plane, and an image sensor having an image plane on which an image of the known points of the target are formed.
- the game machine according to the invention further comprises a processor for calculating an attitude of the image plane relative to the plane defined by the known points of the target on the basis of the output of the image sensor including the information of the positions of the image of the known points on the image plane.
- the game machine according to the invention still further comprises a signal generator that generates a signal to be transmitted to the controller to cause a change in the target depending on the attitude calculated by the processor.
- a player with the image sensor in his or her hand will experience an exiting change in the target depending on the calculated attitude of the image plane of the image sensor relative to the plane defined by the known points of the target.
- the target may be a real object or an image thereof displayed on a display plane.
- the image display may include an image projector for projecting the image of the target on a screen.
- the image on the display plane may be of a virtual reality space in place of the target.
- the above mentioned at least four known points may be given on the display plane independently from such a target or a virtual reality space.
- the known points do not necessarily belong to the target or the virtual reality space as long as the image of the known points are formed on the image plane of the image sensor.
- the processor further calculates the position of a point on the display plane, the image of which is formed at a predetermined position on the image plane, on the basis of the attitude and the output of the image sensor including the information of the positions of the known points.
- the signal generator generates the signal further depending on the position calculated by the processor. This may cause a partial change in the target such as an object shot in its specific portion identified by the calculated position.
- the game machine still further comprises a comparator that compares the position of the target point with the position calculated by the processor for generating a signal to be transmitted to the image display to cause a change in the image of the target point on the display plane in response to the comparator.
- a player with the image sensor in his or her hand will experience an exiting shooting game in which the change in the target is caused when the comparator finds that the distance from the position calculated by the processor to the position of the target point is less than a limit. This means that the player succeeds in shooting the target point.
- the game machine may further comprise a sighting device, wherein the image of the target point is formed at the predetermined position on the image plain if the image of the target point on the display plane is correctly sighted by the sighting device.
- a sighting device may include a monitor of field of view given by the image sensor with an indicia positioned at a position in the field of view corresponding to the predetermined position on the image plane.
- the sighting device includes an additional device capable of sighting the image of the target on the display plane with the image sensor not utilized.
- the processor includes a first processor for calculating a first data on the basis of the positions of the image of the known points on the image plane, and a second processor for calculating a second data on the basis of the first data and the positions of the image of the known points on the image plane, the attitude or the position being given on the basis of the second data.
- FIG. 1 represents a block diagrams of a game machine of the first embodiment.
- FIG. 2 represents a perspective view of the first embodiment according to the present invention.
- FIG. 4 represents a cross sectional view of the optical system of the controller in FIG. 3 .
- FIG. 8 represents another illustrations for explaining the relationship between a real three-dimensional space and its representation on the two-dimensional screen S depending on image view point G 0 of the space and position P 1 of the player.
- FIG. 9 represents a flow chart of the manner of calculating the coordinate of the target point and corresponds to the details of step S 104 and step S 105 in FIG. 6 .
- FIG. 10 represents an image taken by the controller, in which the image of target point is within the rectangular defined by the four characteristic points.
- FIG. 13 represents a three-dimensional graph showing a half of the given rectangular plane with characteristic points Q 1 and Q 2 .
- FIG. 15 represents a two-dimensional graph of an orthogonal projection of the three-dimensional rectangular plane in FIG. 13 onto Y′-Z′ plane.
- FIG. 17 A and FIG. 17B represent illustrations for explaining an operation of the second embodiment according to the present invention.
- FIG. 1 represents a block diagram of a shooting game machine according to the present invention.
- the shooting game machine has controller 100 formed as a gun, main body 120 for processing image signal from controller 100 to calculate coordinate data, and image projector 130 controlled by main body 120 .
- FIG. 2 represents a perspective view of the shooting game machine for showing the concept of the game.
- Projector 130 projects display image 111 on screen plane 110 .
- the four marks Q 1 , Q 2 , Q 3 and Q 4 of display image 111 are the characteristic points, which define the shape being a rectangular.
- the controller 100 is for detecting coordinates of a target point Ps on screen plane 110 toward. A player in any desired place relative to screen 110 can handle controller 100 .
- Broken line 100 a is the optical axis of the image sensing plane of camera 101 (not shown) located inside the controller 100 , broken line 100 a leading from the center of the image sensing plane perpendicularly thereto to target point Ps on screen plane 110 .
- the characteristic points correspond to the four marks projected on screen plane 110 .
- the characteristic points may exist at any locations within screen plane 110 .
- some points of a geometric shape within display image 111 projected on screen plane 110 may act as the characteristic points.
- specially prepared characteristic points may be projected within screen plane 110 .
- the characteristic points may not be independent points, but may be the intersection of two pairs of parallel lines which are perpendicular to each other. Further, the characteristic points may not be the projected images, but may be light emitting diodes prepared on screen plane 110 in the vicinity of the display image 111 .
- controller 100 has CCD camera 101 for picking up an image, sighting device 102 , range finder 103 , and operating buttons 104 .
- FIG. 3 represents a perspective view of a controller.
- CCD camera 101 includes image sensing plane on which an image of the screen 110 is formed.
- Range finder 103 measures the distance from controller 100 to the screen 110 .
- Range finder 103 may be of a well-known type, such as a laser range finder. Alternatively, if CCD camera 101 has an automatic focusing device, the necessary information of distance may be gotten from such a device without any additional range finder.
- Camera 101 needs to define an aiming point for designating the target point Ps on plane 110 . According to the first embodiment, the aiming point is defined at the center of the image sensing plane as origin Om of image coordinate (X-Y coordinate).
- the controller 100 has the shutter release button 18 of a camera 101 to be transmitted toward the target for visually pointing the target point on the screen plane.
- the sighting device 102 is the optical finder 102 A or light beam emitter 102 B for the purpose of aiming the target point so that the target point is sensed at the predetermined point on the image sensing plane of CCD 11 .
- the detailed structure of the sighting device 102 being explained later.
- Image processor 5 includes characteristic point detector 51 and position calculator 52 .
- Characteristic point detector 51 detects the characteristic points defining the rectangular plane in a space on the basis of the image data taken by camera 101 .
- the characteristic point detector 51 includes difference calculator 511 , binary picture processor 512 and characteristic point coordinate identifier 513 .
- Position calculator 52 determines the position of the target point on the basis of the coordinate of the identified characteristic points.
- Position calculator 52 includes attitude calculator 521 for calculating the rotational parameters of the given screen plane in a space (defined by X-Y-Z coordinate) relative to the image sensing plane and coordinate calculator 522 for calculating the coordinate of the target point on the screen plane.
- FIGS. 4 and 5 show a cross sectional view of the optical system of controller 100 in FIG. 3 .
- optical finder 102 A includes focal plane 73 which is made optically equivalent to the image sensing plane of CCD 11 by means of half mirror 13 A.
- Cross 74 is positioned on focal plane 73 , cross 74 being optically equivalent to the predetermined point on the image sensing plane of CCD 11 .
- Human eye 70 observes both cross 74 and the image of rectangular plane 110 on focal plane 73 by way of eyepiece 71 and mirror 72 .
- the target point is sensed at the predetermined point on the image sensing plane of CCD 11 .
- light beam emitter is shown, which can replace optical finder as the other sighting device 102 for the purpose of aiming the target point on the screen plane.
- a power switch 17 is made on, the laser beam is emitted at light source point 1021 and collimated by collimator 1022 to advance on the optical axis of camera 101 toward rectangular plane 110 by way of mirror 1023 and semitransparent mirror 13 B.
- Camera 101 includes objective lens 12 and CCD 11 for sensing image through semitransparent mirror 13 B, the power switch 17 of the laser being made off when the image is sensed by camera 101 . Therefore, mirror 13 B may alternatively be a full refractive mirror, which is retractable from the optical axis when the image is sensed by camera 101 .
- the position of beam emitter 102 B is predetermined relatively to camera 101 so that the path of laser beam from beam emitter 102 B coincides with the optical axis of camera 101 .
- a plurality of objects are prepared in the scene on screen 110 . Further, each object has a plurality of portions, such as head, hands and legs.
- comparator 8 judges whether or not one of the objects is shot in one of its portions by means of comparing the position of each portion in each object with the position calculated by coordinate calculator 522 . Hit comparator 8 is informed of positions of all portions in all objects to identify the shot object with its specific portion.
- image view point or “imaginary camera view point” means an imaginary point that determines a direction of view for forming a computer graphic picture on a display plane.
- Such an imaginary point is given by the direction of optical axis, i.e. the direction of view, the field angle and the rotation around the optical axis, or the like.
- the movement data for portions of objects stored in movement memory 91 are previously classified into a plurality of directions of view toward screen 110 in accordance with the size of screen 110 .
- the movement data is classified into the following nine classes corresponding to areas determined with angles ⁇ and ⁇ : F 1 ( ⁇ 2 , ⁇ 2 ),F 2 ( ⁇ 2 , ⁇ 1 ),F 3 ( ⁇ 2 , ⁇ 3 ), F 4 ( ⁇ 1 , ⁇ 2 ),F 5 ( ⁇ 1 , ⁇ 1 ),F 6 ( ⁇ 1 , ⁇ 3 ), F 7 ( ⁇ 3 , ⁇ 1 ),F 8 ( ⁇ 3 , ⁇ 2 ), and F 9 ( ⁇ 3 , ⁇ 3 ), wherein, the values for ⁇ 1 , ⁇ 2 , ⁇ 3 , ⁇ 1 , ⁇ 2 , and ⁇ 1 are within the following ranges, respectively: ⁇ 2 ⁇ 5°, ⁇ 5° ⁇ 1 ⁇ 5°,5° ⁇ 3 , ⁇ 2 ⁇ 20°, ⁇ 20° ⁇ 1 ⁇ 20°,20° ⁇ 1
- Picture former 93 controls the picture formation of the objects and the background virtual reality space in accordance with the advance of the game. For example, a new object will appear in the screen or an existing object will move within the screen in accordance with the advance of the game.
- step S 100 the main power of the controller is turned on.
- step S 101 the target point on a screen plane having the plurality of characteristic points is aimed so that the target point is sensed at the predetermined point on the image sensing plane of CCD 11 .
- the predetermined point is specifically the center of image sensing plane of CCD 11 at which the optical axis of the objective lens of camera 101 intersects.
- step 102 the image is taken in response to shutter switch (trigger switch) 18 of the camera 101 with the image of the target point at the predetermined point on the image sensing plane of CCD 11 .
- step S 103 the characteristic points defining the rectangular plane are identified each of the characteristic points being the center of gravity of each of predetermined marks, respectively.
- the characteristic points are represented by coordinate q 1 , q 2 , q 3 and q 4 on the basis of image sensing plane coordinate.
- Step S 104 is for processing the rotational parameters for defining the attitude of the screen plane in a space relative to the image sensing plane, and step S 105 is calculating the coordinate of the target point on the screen plane, which will be explained later in detail.
- step S 108 distance L from controller 100 to the screen 110 gotten by range finder 103 is prepared. And, in step S 109 , the position of the player with controller 100 relative to screen 110 is calculated on the basis of the attitude defined by angles ⁇ , ⁇ and ⁇ gotten in step S 104 , the coordinate of position Ps on screen 110 gotten in step S 105 , and distance L gotten in step S 108 .
- angles ⁇ , ⁇ and ⁇ defines the attitude of the image plane relative to the screen 110 in such a manner that angles ⁇ , ⁇ and ⁇ are rotations around Z-axis, X-axis and Y-axis of the image coordinate, respectively, wherein Z-axis coincides with optical axis 100 a of the lens for the image plane with the origin set at the eye point, which is located behind the image plane by the focal length of the lens.
- Position Ps is on optical axis 100 a , which is shown with a chain line in FIG. 2 .
- step S 110 the data of movement of the target given through step S 109 is combined with the data of position and direction of the player given through step for forming a final image to be displayed on screen 110 by projector 130 .
- the data of position of the player will give a high reality of the change in the target and the background space on screen 110 in accordance with the movement of the player relative to screen 110 .
- the characteristic points are the four marks Q 1 , Q 2 , Q 3 and Q 4 of a rectangular image projected on a screen as in FIG. 2 .
- the image is to taken with all the four marks covered within the image sensing plain of the camera.
- the projector is arranged to alternately projects a bright and dark images and the camera is released twice in synchronism with the alternation to take the bright and dark images
- the marks are detected by the difference between the bright and dark images to finally get the binary picture.
- At least four marks may be projected within an image on the screen to define a new rectangular inside the image projected on the screen, each of the characteristic points being calculated as the center of gravity of each of marks.
- the projector is arranged to alternately projects two images with and without the marks, and the camera is released twice in synchronism with the alternation to take the two images.
- the marks are detected by the difference between the two images to finally get the binary picture.
- FIG. 9 shows the manner of calculating the coordinate of the target point and corresponds to the details of step 105 in FIG. 6 .
- the parameters for defining the attitude of the given plane with respect to the image sensing plane are rotation angle ⁇ around X-axis, rotation angle ⁇ around Y-axis, and rotation angle ⁇ or ⁇ around Z-axis.
- linear equations for lines q 1 q 2 , q 2 q 3 , q 3 q 4 and q 4 q 1 are calculated on the basis of coordinates for detected characteristic points q 1 , q 2 , q 3 and q 4 in step S 201 , lines q 1 q 2 , q 2 q 3 , q 3 q 4 and q 4 q 1 being defined between neighboring pairs among characteristic points q 1 , q 2 , q 3 and q 4 , respectively.
- vanishing points T 0 and S 0 are calculated on the basis of the liner equations.
- the plane located in a space is a rectangular having two pairs of parallel lines, which cause two vanishing points on the image sensing plane, one vanishing point approximately on the direction along the X-axis, and the other along the Y-axis.
- step S 203 linear vanishing lines OmS 0 and OmT 0 , which are defined between vanishing points and origin Om, are calculated.
- step S 204 image coordinate (X-Y coordinate) is converted into X′-Y′ coordinate by rotating the coordinate by angle ⁇ around origin Om so that X-axis coincides with vanishing line OmS 0 .
- image coordinate (X-Y coordinate) may be converted into X′′-Y′′ coordinate by rotating the coordinate by angle ⁇ around origin Om so that Y-axis coincides with vanishing line OmT 0 . Only one of the coordinate conversions is necessary according to the first embodiment.
- the coordinate conversion corresponds to a rotation around Z-axis of a space (X-Y-Z coordinate) to determine one of the parameters defining the attitude of the given rectangular plane in the space.
- FIG. 13 shows the perspective projection conversion in three-dimensional manner for calculating the attitude of the rectangular plane given in a space (X-Y-Z coordinate) relative to the image sensing plane.
- image sensing plane and the equivalent rectangular plane will be simply referred to as “image sensing plane” and “given rectangular plane”, respectively.
- the given rectangular plane is rotated around Z-axis, which is equal to Z′-axis, by angle ⁇ in FIG. 12 so that Y′-axis is made in parallel with Ye-axis not shown.
- the X′-Z′ coordinates of T 1 (X*t 1 ,z*t 1 ), T 2 (X*t 2 ,Z*t 2 ), S 1 (X*s 1 ,Z*s 1 ), S 2 (X*s 2 ,Z*s 2 ) and Q 1 (X* 1 ,Z* 1 ) can be geometrically calculated on the basis of the X′-Z′ coordinates of qt 1 (X′t 1 ,f), qt 2 (X′t 2 ,f), qs 1 (X′s 1 ,f), qs 2 (X′s 2 ,f) and q 1 (X′ 1 ,f) and angle ⁇ as in the following equations (1) to (5):
- T 1 ⁇ ( X t1 * , Z t1 * ) [ X t1 ′ ⁇ f ⁇ tan ⁇ ⁇ ⁇ f ⁇ tan ⁇ ⁇ - X t1 ′
- Equations (13) and (14) are conclusion of defining angles ⁇ and ⁇ which are the other two of parameters for defining the attitude of the given rectangular plane relative to the image sensing plane.
- the value for tan ⁇ given by equation (13) can be practically calculated by replacing tan ⁇ by the value calculated through equation (14).
- equation (13) can be practically calculated by replacing tan ⁇ by the value calculated through equation (14).
- angles ⁇ and ⁇ are expressed by the coordinate of characteristic point q 1 (X′ 1 , Y′ 1 ) and the coordinate of a vanishing characteristic points qt 1 (X′t 1 , Y′t 1 ) and qs 2 (x′s 2 ) which are calculated on the basis of the coordinates.
- Distance f in the equation is a known value.
- any complex matrix conversion or the like is not necessary for calculating parameters of the attitude of the given rectangular plane, but such simple form of equations as equations (13) and (14) are sufficient for the same purpose.
- At least one coordinate of characteristic point q 1 (X′ 1 , Y′ 1 ), at least one coordinate of a vanishing characteristic point qt 1 (X′t 1 , Y′t 1 ) and distance f are only necessary to get angles ⁇ and ⁇ .
- the position of target point Ps on given rectangular plane 110 with the plane coordinate (X*-Y* coordinate) in FIG. 2 is calculated by coordinate calculator 522 in FIG. 1 on the basis of the parameters for defining the attitude of the given rectangular plane obtained by attitude calculator 521 .
- Equation (17) is given by the X′-coordinate of vanishing characteristic points qs 1 (X′s 1 ) and qs 2 (X′s 2 ), distance f and angle ⁇ , while equation (18) by the X′-coordinate of vanishing characteristic points qt 1 (X′t 1 ), qt 2 (X′t 2 ), distance f and angle ⁇ .
- equation (18) is given by equation (14).
- FIGS. 16A and 16B represent conversion from ratio m and ratio n to a coordinate of target point Ps in which characteristic point Q 3 is set as the origin of the coordinate.
- FIG. 16B is shown in accordance with X*-Y* coordinate in which Om(0,f), which is in coincidence with target point Ps, is set as the origin
- FIG. 16A shown in accordance with U-V coordinate in which a point corresponding to characteristic point Q 3 is set as origin O.
- characteristic points Q 2 and Q 4 in FIG. 16B correspond to Umax on U-axis and Vmax on V-axis, respectively, in FIG. 16 A. According to FIG.
- FIG. 17 A and FIG. 17B represent illustrations for explaining an operation of the second embodiment according to the present invention.
- the second embodiment controls a real object.
- FIG. 17A represents a plan view of real object 801 and controller 802 such as a gun held by a player.
- the lower portion of FIG. 17A represents a front view of the image plane 803 in controller 802 , through which the image of real object 801 is viewed.
- real object 801 is mounted on cubic base 804 that is rotatable around axis 805 by means of a motor within cubic base 804 .
- real object 801 would rotate with cubic base 804 in a body if the motor is controlled to rotate cubic base 804 to cause a directional change in real object.
- light emitting diodes 806 a , 806 b , 806 c and 806 d are provided to serve as the four characteristic points.
- the attitude of the plane defined by the light emitting diodes 806 a , 806 b , 806 c and 806 d relative to image plane 803 would change if cubic base 804 rotates.
- real object 801 does not face to the player.
- controller 802 sights real object 801 slantwise to result in a image of a quadrangle defined by four light emitting diodes 806 a , 806 b , 806 c and 806 d drawn in perspective in image plane 803 .
- Such positions of images of light emitting diodes 806 a , 806 b , 806 c and 806 d on image plane can be detected and analyzed to calculate the attitude of the real object 801 relative to image plane 803 .
- the image of hand 801 a of real object 801 is formed at indicia 803 a on image plane 803 .
- distance between the correct position of hand 801 a and the calculated position of the object field corresponding to the indicia 803 a on image plane 803 is determined less than a limit by the comparison. This means that the player has successfully shot real object 801 in hand 801 a.
- the damage of real object 801 is not serious even if it is shot in hand 801 a .
- the motor rotates cubic base 804 by the angle determined by the calculated attitude of the plane defined by light emitting diodes 806 a , 806 b , 806 c and 806 d relative to image plane 803 to face real object 801 toward the player.
- real object 801 facing to the player will respond with shots toward the player.
- FIG. 17B shows the situation after the above described rotation of cubic base 804 , in which real object facing the player holding controller 802 as in the upper portion of FIG. 17 B.
- the image of four light emitting diodes 806 a , 806 b , 806 c and 807 d form a rectangle on image plane 803 since the front four corners of cubic base 804 faces controller 802 .
- the present invention can provide an extremely attractive game effect with high reality by means of detecting the position of player through the parameters such as the attitude and position of the image plane relative to the screen in response to the action of the player who shoots a specific object in a specific portion. For example, such an interactive game story may be possible that a character in the screen shot without serious damage will respond to shoot against the player along the calculated direction toward the player.
- the factor of distance can be introduced into the game story to increase the reality in a three-dimensional virtual reality space.
- the time taken for the shot bullet to reach a target can be varied in dependence on the distance to each of various targets in the three-dimensional virtual reality space.
Abstract
Description
F1(γ2,ψ2),F2(γ2,ψ1),F3(γ2,ψ3),
F4(γ1,ψ2),F5(γ1,ψ1),F6(γ1,ψ3),
F7(γ3,ψ1),F8(γ3,ψ2), and F9(γ3,ψ3),
wherein, the values for γ1, γ2, γ3, ψ1, ψ2, and ψ1 are within the following ranges, respectively:
γ2<−5°,−5°≦γ1≦5°,5°<γ3,
ψ2<−20°,−20°≦ψ1≦−20°,20°<ψ1.
Since the Z*-coordinate of T1 in equation (1) is just the same as that in equation (6), the following equation (11) results:
Similarly, the following equation (12) results from equations (5) and (10) both relating to the Z*-coordinate of Q1:
Equation (11) can be simplified into the following equation (13):
[Second Embodiment]
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